Hrm. Let's see. An athiest character in Dragonlance - non-canon. A spell casting gnome in Dragonlance - non-canon. Wild mage in DL. Non-canon.
Not true in any case, as far as I can tell.
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Most NPC's in DL believed the gods have abandoned them, and those that know the history know that
people abandoned the
gods (and for dang good reason). Most people in DL are nonbelievers - true believers are a rarity. Furthermore, here's what
Races of Ansalon has to say on the topic of gnomish religion:
Faith in the gods, however, is a difcult concept for most gnomes to comprehend. While the few gnomes of the Philosophers Guild have grasped the concept, an average tinker gnome tends to rely on what he can touch with his own hands. He understands the basics of holy weapons and artifacts, but not placing his entire life in the hands of an unseen deity of immeasurable power.
Wild magic is "the oldest form of magic"
according to the wiki, and linked to the Greygem, which features prominently in the gnomish origin story. And I don't see any mention of gnomes being unable to wield magic in the 3e CS - they even have a "technically renegade" magical guild.
What canon element do you see in this character? He does not create rube goldberg esque contraptions. He does not speak at high speed. He's an atheist that actively denies the gods in a setting where the whole point of play is returning the gods to their rightful place.
DL gnomes are inventors, and their inventions are dangerous, flashy, and impractical. Wild magic is dangerous, flashy, and impractical, and my gnome's ability is applying the "invention" theme to the world itself, creating dangerous, flashy, and impractical side-effects of trying to create a better world/future.
"The world" is his contraption. Everything that applies to a thing of wood and metal and gears and steam, for this gnome, applies to Krynn itself. He talks fast - that's half his mad babbling. And I'd sorely dispute your assertion about the "point of play" in the setting - from the 3e book, since I've got it open, gnomes are motivated by their Life Quest (which my character has, though it hasn't come up, related to furthering the knowledge of the cruelty of the gods).
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And that's the issue that I'm having. You're saying that canon is very important but every character I've seen you play challenges the basic conceits of the setting. A plain human that hates technology in a Trans-humanist SF campaign where the rest of the party are basically demi-gods. A water summoning druid in Dark Sun. An atheist in Dragonlance. So on and so forth.
That's like saying Luke Skwalker isn't a "canon" character because Jedi are a nearly lost order of knights in the setting. My characters are based in the lore of the setting. Opposing AI, being Amish, bringing rain to the desert, a mad inventor of fate - all of these characters are characters that, in any other setting, would not carry the same meaning.
That's why I say that setting lore is important for
stories. If you decide Dark Sun should be a world that's stone age but maybe NOT environmentally devastated, you've removed the cool story of trying to bring rain back to it. If you change Dragonlance into a world without a Cataclysm or a Balance, defying the gods is less meaningful. If your transhumanist setting *offers* Amish as PC options, it's not playing against the setting to choose something it explicitly offers!
I think you may have an overly narrow view of what is encouraged in settings in general, and possibly an erroneous one when it comes to certain settings.